Do you want to use SoftPixelEngine with Codelite?


How to create a project in Codelite


1. Open Codelite IDE and go to main menu bar, Workspace and select New Project


2. Select these info for your SoftPixelEngine project
  • Console project
  • Simple Executable (g++)
  • Project name (give a name you like)
  • Project path (set the location of your project in your hard drive)
  • Compiler type (leave it as is)
  • Check the box Create the project under a separate directory
Hit OK!


Add SoftpixelEngine to your project


3. Right click on your project item (while in Workspace View) and select Settings... (it's the last one)


4. Go to Common Settings > Compiler and add this information:
Include Paths
: C:/YourPathToSoftpixel/SoftPixelEngine/include

YourPathToSoftpixel = The location in the hard drive where you extracted SoftPixelEngine


5. Go to Common Settings > Linker and add these information to:

Library Paths:
C:/YourPathToSoftpixel/SoftPixelEngine/lib/Win32-gcc/ogl

YourPathToSoftpixel = The location in the hard drive where you extracted SoftPixelEngine

Notes:
Inclusion of the the library file (.a) is very specific to the combination of
compiler and renderer we would like to use for our project. For example:

Win32-gcc = Library compatible with MinGW (or GNU family of compilers)
ogl = Library compatible with OpenGL renderer

Libraries: Add libSoftPixelEngine.a (it's the only one .a file located in the filepath above)



Notes:
Whether I add SoftPixelEngine.a or libSoftPixelEngine.a always works in both cases for me, so I leave it default for integrity.


Place SoftPixelEngine.dll in the correct location

You must select the compatible SoftPixelEngine.dll file. Which type of library did you use?
Go to this location and select the correct version that matches your compiler and renderer.
C:/YourPathToSoftpixel/SoftPixelEngine/bin

Copy the SoftPixelEngine.dll and place it in one of these locations, all of these cases work fine so choose the one that better suits your needs.
  1. Place the SoftPixelEngine.dll along-side (in the same folder) with your executable
    (The best option when you want distribute your project, to make your application user-friendly).
  2. Place SoftPixelEngine.dll in C:\Windows\System32
    (Very quick and very dirty way - Not recommended)
  3. Create a special folder like C:\MyPathLibs (for general usage, not only for SoftPixelEngine) and add it to your Path system variable. (Recommended)

Add code completion

6a. For Workspace (works only for one Workspace at a time)
In main menu bar (or right-click) go to Workspace > Workspace Settings... and hit the Add... button to add the include folder as a search path.

6b. For IDE (works once and for all)
In main menu bar go to Settings > Tags Settings...
Select Include Files and hit the Add... button to locate the include folder of SoftPixelEngine


Finally make a test

#include <stdio.h>
#include <softpixelengine.hpp>

using namespace sp;

int main(int argc, char **argv)
{
   
    SoftPixelDevice* spDevice = createGraphicsDevice(
        video::DRIVER_OPENGL,
        dim::size2di(640, 480),
        32,
        "CodeLite Greets SoftPixel"
    );
   
    video::VideoDriver* spDriver = spDevice->getVideoDriver();
   
    scene::SceneManager* spSceneMgr = spDevice->getSceneManager();
    spSceneMgr->setLighting(true);
    scene::Camera* camera = spSceneMgr->createCamera();
    scene::Light* light = spSceneMgr->createLight(scene::LIGHT_DIRECTIONAL);
   
    scene::Mesh* mesh = spSceneMgr->createMesh(scene::MESH_CUBE);
    mesh->setPosition(dim::vector3df(0, 0, 3));
       
    while (spDevice->updateEvent())
    {
        spDriver->clearBuffers();
       
        mesh->turn(dim::vector3df(0.1, 0.5, 0.25));
       
        spSceneMgr->renderScene();
        spDriver->flipBuffers();
    }
   
    deleteDevice();
    return 0;
}